I have a great problem about the rotation in three.js I want to rotate my 3D cube in one of my game.
//init
geometry = new THREE.CubeGeometry grid, grid, grid
material = new THREE.MeshLambertMaterial {color:0xFFFFFF * Math.random(), shading:THREE.FlatShading, overdraw:true, transparent: true, opacity:0.8}
for i in [[email protected]]
othergeo = new THREE.Mesh new THREE.CubeGeometry(grid, grid, grid)
othergeo.position.x = grid * @shape[i][0]
othergeo.position.y = grid * @shape[i][1]
THREE.GeometryUtils.merge geometry, othergeo
@mesh = new THREE.Mesh geometry, material
//rotate
@mesh.rotation.y += y * Math.PI / 180
@mesh.rotation.x += x * Math.PI / 180
@mesh.rotation.z += z * Math.PI / 180
and (x, y, z) may be (1, 0, 0)
then the cube can rotate, but the problem is the cube rotate on its own axis,so after it has rotated, it can't rotate as expected.
I find the page How to rotate a Three.js Vector3 around an axis?, but it just let a Vector3 point rotate around the world axis?
and I have tried to use matrixRotationWorld as
@mesh.matrixRotationWorld.x += x * Math.PI / 180
@mesh.matrixRotationWorld.y += y * Math.PI / 180
@mesh.matrixRotationWorld.z += z * Math.PI / 180
but it doesn't work, I don't whether I used it in a wrong way or there are other ways..
so, how to let the 3D cube rotate around the world's axis???
@
notation? – Daniel says Reinstate Monica